﻿Shader "Imagine/ARShadow"
{
Properties
{
_ShadowIntensity ("Intensity", Range (0, 1)) = 0.75
}

SubShader
{

    Tags {"Queue"="AlphaTest" }

    Pass
    {
        Tags {"LightMode" = "ForwardBase" }
        Cull Back
        Blend SrcAlpha OneMinusSrcAlpha
        CGPROGRAM
        #pragma vertex vert
        #pragma fragment frag
        #pragma multi_compile_fwdbase

        #include "UnityCG.cginc"
        #include "AutoLight.cginc"
        uniform float _ShadowIntensity;

        struct v2f
        {
            float4 pos : SV_POSITION;
            LIGHTING_COORDS(0,1)
        };
        v2f vert(appdata_base v)
        {
            v2f o;
            o.pos = UnityObjectToClipPos (v.vertex);
            TRANSFER_VERTEX_TO_FRAGMENT(o);
           
            return o;
        }
        fixed4 frag(v2f i) : COLOR
        {
            float attenuation = LIGHT_ATTENUATION(i);
            return fixed4(0,0,0,(1-attenuation)*_ShadowIntensity);
        }
        ENDCG
    }

}
Fallback "VertexLit"
}